[CAPS25] FINALS - part 2: P1 FrozenStorm [Past]/Peace/Anarchy vs P2 zango [Blood]/Feral/Truth

CAPS25 FINALS part 2 P2T7

P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Crashbarrow (6/2)
Makeshift Rambaster (1/2)


WORKERS
Charge
Bloodburn
Scorch
Pillage
Careless Musketeer (2/1)


NextHand

Kidnapping
Shoddy Glider (3/1)
Huntress (3/1)


Discard

Crashbarrow (6/2)
Crash Bomber (2/2)
Captured Bugblatter (4/2)
Shoddy Glider (3/1)
Mad Man (1/1)
Nautical Dog (1/1)
Crashbarrow (6/2)
Makeshift Rambaster (1/2)


Tech 0 card(s)
Get Paid - ($10)
Cal - ($8)
yet another CB, kills Oni - ($5)
tech 3 - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Cal (3/4, lvl3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I should probably just concede here. no way I can stabilize against his way superior engine. Also I didn’t see last turn that his RS was coming so fast, hence I expect him to definitely have the next Garrison exactly when he needs it. Tech break is easily possible for him unless I kill all three soldiers, which looks like a dead end to me, so I’m intending to add some extra spice for him and do a classical poker bluff of building tech 3, without any tech 3 units in my deck. But well, at least it provides the option to cast my two other heroes next turn even if he breaks tech 2 (or hopefully tech 3)